mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
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108 lines
5.2 KiB
Python
108 lines
5.2 KiB
Python
# Copyright (c) 2015 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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import os.path
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from PyQt5.QtGui import QOpenGLContext
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from UM.Application import Application
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from UM.Logger import Logger
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from UM.Math.Color import Color
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from UM.PluginRegistry import PluginRegistry
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from UM.Platform import Platform
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from UM.Event import Event
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from UM.Scene.Iterator.BreadthFirstIterator import BreadthFirstIterator
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from UM.View.RenderBatch import RenderBatch
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from UM.View.GL.OpenGL import OpenGL
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from cura.CuraApplication import CuraApplication
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from cura.CuraView import CuraView
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from cura.Scene.ConvexHullNode import ConvexHullNode
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from . import XRayPass
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## View used to display a see-through version of objects with errors highlighted.
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class XRayView(CuraView):
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def __init__(self):
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super().__init__(parent = None, use_empty_menu_placeholder = True)
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self._xray_shader = None
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self._xray_pass = None
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self._xray_composite_shader = None
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self._composite_pass = None
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self._old_composite_shader = None
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self._old_layer_bindings = None
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def beginRendering(self):
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scene = self.getController().getScene()
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renderer = self.getRenderer()
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if not self._xray_shader:
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self._xray_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray.shader"))
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self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb()))
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for node in BreadthFirstIterator(scene.getRoot()):
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# We do not want to render ConvexHullNode as it conflicts with the bottom of the X-Ray (z-fighting).
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if type(node) is ConvexHullNode:
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continue
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if not node.render(renderer):
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if node.getMeshData() and node.isVisible():
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renderer.queueNode(node,
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shader = self._xray_shader,
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type = RenderBatch.RenderType.Solid,
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blend_mode = RenderBatch.BlendMode.Additive,
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sort = -10,
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state_setup_callback = lambda gl: gl.glDepthFunc(gl.GL_ALWAYS),
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state_teardown_callback = lambda gl: gl.glDepthFunc(gl.GL_LESS)
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)
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def endRendering(self):
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pass
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def event(self, event):
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if event.type == Event.ViewActivateEvent:
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# FIX: on Max OS X, somehow QOpenGLContext.currentContext() can become None during View switching.
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# This can happen when you do the following steps:
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# 1. Start Cura
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# 2. Load a model
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# 3. Switch to Custom mode
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# 4. Select the model and click on the per-object tool icon
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# 5. Switch view to Layer view or X-Ray
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# 6. Cura will very likely crash
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# It seems to be a timing issue that the currentContext can somehow be empty, but I have no clue why.
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# This fix tries to reschedule the view changing event call on the Qt thread again if the current OpenGL
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# context is None.
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if Platform.isOSX():
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if QOpenGLContext.currentContext() is None:
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Logger.log("d", "current context of OpenGL is empty on Mac OS X, will try to create shaders later")
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CuraApplication.getInstance().callLater(lambda e = event: self.event(e))
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return
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if not self._xray_pass:
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# Currently the RenderPass constructor requires a size > 0
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# This should be fixed in RenderPass's constructor.
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self._xray_pass = XRayPass.XRayPass(1, 1)
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self.getRenderer().addRenderPass(self._xray_pass)
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if not self._xray_composite_shader:
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self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("XRayView"), "xray_composite.shader"))
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theme = Application.getInstance().getTheme()
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self._xray_composite_shader.setUniformValue("u_background_color", Color(*theme.getColor("viewport_background").getRgb()))
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self._xray_composite_shader.setUniformValue("u_error_color", Color(*theme.getColor("xray_error").getRgb()))
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self._xray_composite_shader.setUniformValue("u_outline_color", Color(*theme.getColor("model_selection_outline").getRgb()))
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if not self._composite_pass:
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self._composite_pass = self.getRenderer().getRenderPass("composite")
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self._old_layer_bindings = self._composite_pass.getLayerBindings()
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self._composite_pass.setLayerBindings(["default", "selection", "xray"])
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self._old_composite_shader = self._composite_pass.getCompositeShader()
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self._composite_pass.setCompositeShader(self._xray_composite_shader)
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if event.type == Event.ViewDeactivateEvent:
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self.getRenderer().removeRenderPass(self._xray_pass)
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self._composite_pass.setLayerBindings(self._old_layer_bindings)
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self._composite_pass.setCompositeShader(self._old_composite_shader)
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